— Select a Track —
Bahrain (Sakhir)
Saudi Arabia (Jeddah)
Australia (Melbourne)
Azerbaijan (Baku)
Miami (Miami Gardens)
Monaco (Monte Carlo)
Spain (Barcelona)
Canada (Montreal)
Austria (Red Bull Ring)
Great Britain (Silverstone)
Hungary (Hungaroring)
Belgium (Spa-Francorchamps)
Netherlands (Zandvoort)
Italy (Monza)
Singapore (Marina Bay)
Japan (Suzuka)
Qatar (Lusail)
USA (COTA)
Mexico (Mexico City)
Brazil (Interlagos)
Las Vegas (Strip Circuit)
Abu Dhabi (Yas Marina)
Based on average baseline AI performance for dry conditions.
Minutes
Seconds
Milliseconds
Equal Performance / Time Trial
Career Mode (Backmarker Team)
Career Mode (Midfield Team)
Career Mode (Top Team)
Recommended AI Level: —
Estimated Gap to Legend AI (110): — seconds
Your Converted Lap Time: — seconds
Understanding the F1 AI Calculator
In modern Formula 1 racing simulations like F1 23 and F1 24, finding the correct AI difficulty setting is crucial for a realistic and competitive experience. The "slider" typically ranges from 0 (Very Easy) to 110 (Ultimate/Legend). If the AI is set too low, you will win every race by a large margin; set too high, and you will be unable to keep up with the pack.
This F1 AI Calculator helps you determine the exact difficulty value to input into your game settings based on your actual lap times.
How the Calculation Works
The logic behind F1 AI difficulty is roughly linear, though it fluctuates depending on the circuit length and technicality. Generally, the game logic follows these principles:
AI Level 110: Represents the theoretical maximum pace (often matching Esports records).
The Delta: Every 1 point of difficulty roughly equates to 0.1 to 0.2 seconds of lap time, depending on the track length.
Track Specifics: Longer tracks like Spa-Francorchamps have a larger time delta per difficulty point compared to short tracks like Austria.
How to Use This Tool
Select the Circuit: Choose the track you are currently testing. The calculator uses baseline data for dry conditions.
Enter Your Time: Input your best valid lap time from Time Trial mode or a clean Practice lap. Be honest with your time to get a competitive race!
Car Performance: Select "Equal Performance" if using Time Trial or Grand Prix mode. If you are in Career mode, adjust based on your car's R&D development relative to the grid.
Apply the Result: Enter the resulting number (e.g., 95) into your game's difficulty settings.
Interpreting the Results
The calculator provides a recommended AI Level (0-110). Here is a general breakdown of skill tiers:
0 – 30: Beginner / Casual Assist User
31 – 60: Intermediate / Amateur
61 – 90: Experienced / League Racer
91 – 105: Expert / Top Split
106 – 110: Esports / Alien Pace
Tips for Consistent Pace
AI consistency in F1 games is high. To race effectively against a calculated difficulty of 90+, you need to prioritize tire management and consistency over one-lap pace. If you set your difficulty based on a "glory run" (a single fast lap on low fuel), you might find the AI too fast during the actual race when your car is heavy with fuel.
Note: Tracks evolve, and game patches often tweak AI behavior. Use this calculator as a baseline and adjust by +/- 2 points after a Practice session.
function calculateAIDifficulty() {
// 1. Get Input Values
var trackBaseTime = parseFloat(document.getElementById('trackSelect').value);
var mins = parseFloat(document.getElementById('lapMin').value);
var secs = parseFloat(document.getElementById('lapSec').value);
var ms = parseFloat(document.getElementById('lapMs').value);
var performanceMod = parseFloat(document.getElementById('carPerformance').value);
// 2. Validate Inputs
if (trackBaseTime === 0 || isNaN(trackBaseTime)) {
alert("Please select a valid circuit.");
return;
}
if (isNaN(mins)) mins = 0;
if (isNaN(secs)) secs = 0;
if (isNaN(ms)) ms = 0;
if (mins === 0 && secs === 0 && ms === 0) {
alert("Please enter your lap time.");
return;
}
// 3. Convert User Time to Seconds
var userTotalSeconds = (mins * 60) + secs + (ms / 1000);
// Adjust user time based on car performance (simulating normalization to Equal Performance)
// If user has a bad car (1.02), their time is slower, so we reduce it to compare with AI base.
// If user has a great car (0.99), we increase it slightly to normalize.
// Simplified logic: We compare raw times against the "Reference AI 110 Time".
// Let's assume the trackBaseTime is the AI Level 110 time in Equal Performance.
var aiLegendTime = trackBaseTime;
// Apply Career mode offset logic implies:
// If I am in a slow car, I am naturally slower. The calculator should not punish me by suggesting level 0.
// However, usually, people want to match the AI *relative* to their car performance.
// So we strictly compare lap times.
// 4. Calculate Difference
// Approximate rule: 0.1s to 0.15s per AI level.
// Let's use a dynamic delta based on track length. Longer tracks have larger gaps per point.
// Heuristic: DeltaPerPoint = TrackBaseTime * 0.0015 (approx 0.1s for a 70s lap, 0.15s for 100s lap)
var timeDeltaPerPoint = trackBaseTime * 0.0014;
var timeDiff = userTotalSeconds – aiLegendTime;
var difficultyDrop = 0;
// If user is faster than legend AI (Negative Diff)
if (timeDiff 110) calculatedLevel = 110;
if (calculatedLevel = 100) {
aiResult.style.color = "#800080"; // Purple for Alien
} else if (finalLevel >= 80) {
aiResult.style.color = "#e10600"; // Red for Fast
} else {
aiResult.style.color = "#333";
}
resultContainer.style.display = 'block';
}